Full notes
Full Building Hope - Refugee Camp Simulator update
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What changed
- Gameplay
- Maps
- Balance
Building Hope - Refugee Camp Simulator changes
The red soil of Africa is the background of countless unspoken pains.
A civil war in Somalia broke out in the 1980s, and conflicts continued for many years. Due to war and droughts, uncultivated fields create famines, and many Somalians have to leave their country in the hope of a new life in Kenya. But this neighboring country is unwilling to accept hundreds of thousands of refugees, and the world's largest refugee camps begin to form on the border; Dadaab, Ifo, Hagader…
You can see these camps on Google Maps;
https://goo.gl/maps/uD3Qsc4dEWq3jCdh6
https://goo.gl/maps/bMRiZJ8s4K2ZGrjx5
https://goo.gl/maps/RSWkVTvDY5AnFyCLA
In developing the Building Hope, first of all, we start with the Red Soil scenario.
Three maps will be in that scenario like the real versions; their mechanics will be the same;
Thirsty will be a general problem in Red Soil maps, and consumption will be higher than in other scenarios. On the other hand, groundwaters will be scarce, so wells are not enough options.
Sandstorms will be expected. This makes aids unavailable from time to time; no food, water, or medicine could be delivered to camp in the sandstorms. The camp manager (player) must be prepared for these unexpected difficulties.
Some huge refugee convoys will come to the camp because of increasing conflicts (you can follow the newspaper in the game). Massive participation can easily break the balance of resource distribution-consumption balance in the camp.
That's enough for today. For your opinions and contributions, join our community in Discord;
Source
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